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Snow Trail

This page is for marketers setting up a Snow Trail campaign. Players ride one or more tracks back to back. The track scrolls at a steady speed, and players steer up and down with the on-screen arrows, the arrow keys, or by holding above or below the rider. Blocks of ice and cracks in the ice end the run on contact. Ice patches push the rider up or down. Power-ups are worth points and let the rider pass through anything for a few seconds. Between tracks, a card shows where the rider is and what comes next. The score shown at the end is the official one.

Set these on the campaign’s Config tab.

Setting What it does Allowed values
Points per power-up What each power-up is worth. 1 to 1,000. Default 10.
Power-up protection How long, in seconds, a power-up lets the rider pass through hazards. 1 to 15. Default 5.

A campaign has 1 to 10 tracks, ridden in order in a single play. A crash ends the run.

Setting What it does Allowed values
Track name The track’s name. 1 to 80 characters
Card message Shown on the card before this track starts. Up to 240 characters
Duration How long the track lasts, in seconds. 15 to 180. New tracks start at 45.
Speed How fast the track scrolls, in screens per second. 0.4 is gentle, 0.9 is fast. 0.2 to 1.5. Default 0.4.
Power-ups How many power-ups appear. These set the best possible score. 1 to 60
Obstacles How many blocks of ice appear. 0 to 180
Ice cracks How many cracks appear. A crack ends the run unless the rider is powered up. 0 to 30. Default 1.
Ice patches How many slippery patches appear. They push the rider but do not end the run. 0 to 30. Default 2.
Map image An image shown on the track’s card. Optional

Obstacles and ice cracks together can be at most the track’s duration in seconds minus 4. A 45-second track fits 41. The editor tells you if a track is too crowded.

Set artwork under Artwork on the Config tab. One set of artwork is used on every track, and every slot is optional.

Slot Type What it is When left empty
Sky Image Far scenery, repeated across the screen and scrolled slowly. A cold sky with a line of distant peaks.
Snow Image The snowfield the rider crosses, repeated and scrolled at track speed. Plain snow.
Foreground Image Near drifts drawn over everything along the bottom of the screen. Plain white drifts.
Rider Sprite sheet The rider, as a looping animation. A simple snow bike with a rider.
Obstacles Up to 4 sprite sheets Looks for the blocks of ice, used at random along each track. Plain blocks of ice.
Ice crack Sprite sheet The cracks that end a run. A plain drawn crack.
Ice patch Sprite sheet The slippery patches. A plain drawn patch.
Power-up Sprite sheet The power-ups. A four-point star.

Snow Trail can also play sounds: music (loops under the run), pickup, crash, trackComplete and gameOver. Choose them in the Sounds section of the campaign’s Config tab, where each one has a play button so you can hear it first. With the API, set them in config.art.sounds with PATCH /v1/game-instances/{id}. With no sounds set, the game is silent.

For how to prepare images, sprite sheets and audio, see Artwork, sprite sheets and sound.

Change these on the Copy & Translations tab.

Key Default text Where it shows
loading Loading… While the game loads.
tap_to_start Tap anywhere to start Before the first track.
start_track Start The button on each track card.
steer_hint Steer with the arrows or the up and down keys Under the button on the first track card.
score Score Next to the running total while riding.
sound_on Sound on The mute button while sound is playing.
sound_off Sound off The mute button once the player has turned sound off.
track_complete Track complete! When a track ends and another is coming.
crashed You crashed! When the rider hits an obstacle or falls through the ice.
journey_complete Journey complete! When the last track ends.
scoring Scoring… After the run, while the final score comes back.
result_some Nice riding. The result line when the run scored.
result_none No power-ups this time. The result line when the run scored nothing.

Use Highest score, the default for this game. Players who finish every track and collect every power-up share the top score, so pick a tie-break: Earliest entry wins or Random among tied entries.